Ready-made StateTree tools for Unreal Engine 5
Plugin: StateTreeToolsCore Category: Utilities | Events Availability: StateTree Tools 3.0+
Calls any static BlueprintCallable function by name without needing an actor or component target. This is useful for Blueprint library functions and other static runtime helpers that should be triggered directly from StateTree.
BlueprintPure functions are excluded. Delegate-typed parameters are also excluded.
Set this to the class that owns the static function you want to call.
Select the function to call from the dropdown. Only static, non-editor-only, non-pure BlueprintCallable functions with supported input parameters are shown.
Functions that take a world context parameter hide that parameter from the generated inputs when the engine can supply it automatically. This includes script-generated hidden world-context parameters.
Auto-populated when Event Name is selected. One field appears per supported input parameter of the chosen function. Fill in or bind each field as needed.
By default the function is called when the state is entered. You can also call it on exit, with separate toggles for which exit reasons trigger the call (Stopped, Succeeded, or Failed). See Enter / Exit Firing for a full explanation.
If the selected class is invalid, the function can no longer be found, or the function signature no longer matches the generated parameters at runtime, the task will fail. You can control whether that produces Failed or Succeeded using Error Means Failure.
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